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June 2020 Update - Patch Notes Discussion


Where am I? What turn is it?
Jun 7, 2012
Milwaukee, WI, USA


Red Death - Season 2

  • New Playable Factions
o Aliens – They’ve always been here… watching from the shadows - The Alien faction specializes in camouflage technology allowing them to turn invisible and ambush their enemies or escape dangerous situations. They also have health regeneration upping their survivability in any given skirmish.

o Zombies – Civilization’s undead rise for humanity’s final moments - The Zombie faction replaces all combat units with Zombie Hordes. These units can’t heal normally and take damage over time. Zombie Hordes instead will heal and gain additional Zombie units when an enemy unit is defeated or by exploring City Ruins, Raider Camps, and Supply Drops.

  • Faction Unique Abilities - Every faction, both old and new, has been outfitted with a unique ability.
o Aliens – Xenological Camouflage: All units can use Xenological Camouflage to become invisible to most units. Adjacent enemy units can see Camouflaged units. Initiating an attack deactivates Camouflage.

o Cultists – The Undying Eye: Cultists start the game with a crippled GDR. The GDR starts damaged and does not heal or gain experience normally. The GDR instead earns promotions when units sacrifice themselves to it. These promotions can then be used to return the GDR to full operation status.

o Borderlords – Grieving Gift: Deploy a fake supply drop to a given location on the next turn. If another player pops the supply drop, it triggers an explosion at that location.

o Jocks – Hail Mary: Small tactical nuke that can be launched from any combat unit. Has a smaller blast radius of 1 hex.

o Mutants – Radiant Personalities: Mutants that start their turn in the Red Death absorb 8 Radiation Charges per turn. They spread Red Death to non-Red Death hexes automatically for 1 Radiation Charge per hex. Mutant units do not take fallout damage from mutant spread Red Death.

o Preppers – Improvised Traps: Units can build the Improvised Trap that causes damage and the loss of a movement point to any unit that moves onto it. Preppers get 5 Improvised Traps per visit to an unexplored City Ruins, Raider Camp, and Supply Crate. Improvised Traps are invisible to non-Prepper factions.

o Pirates – Buried Treasure: Pirates start the game with a Treasure Map to a buried treasure location indicated on their minimap. When a pirate unit of that player reaches the treasure location, the pirate is granted a unit and a new treasure map.

o Mad Scientists – Defensive Inertial Shielding: All units can deploy shielding that provides a +10 combat strength while defending. While shielded, the unit has immunity to WMD Blast, Red Death, and Water Poisoning Damage

o Wanderers – Road Vision: Grants active visibility on all previously revealed terrain.

o Zombies - Barely Weaponized Zombies (Passive): Killing a non-zombie enemy unit creates more Zombie Hordes. Zombie Hordes do not suffer combat penalties when damaged. City Ruins, Raider Camps, and Supply Drops grant additional Zombie Hordes instead of traditional units.

  • Observer Mode – Upon defeat, players can now activate Observer Mode to watch the remainder of the match. Chat from players using Observer Mode will be hidden to remaining players.
  • You hear that? That’s the wasteland wind. Civilization VI’s narrator joins the Red Death as game commentator!
  • Additional quality of life and AI improvements implemented.
Kick Voting

  • Players now have the option to boot uncivilized players from their multiplayer games. A vote can be initiated through the in-game chat panel.

Items in the list below apply to the Gathering Storm ruleset only.

Natural Wonders

  • Eye of Sahara: +2 Production and +1 Science base yield while still providing +3 Science and +1 Production once the game reaches the Atomic Era.
  • Yosemite: Additional +1 Food while still providing +1 Gold, +1 Science, and +2 Appeal to adjacent tiles.
  • Cliffs of Dover: +4 Appeal to adjacent tiles and still provides +3 Culture and +2 Gold for land tiles. (Before just+2 Appeal.)

  • (NEW) Sacred Places – Founder: +2 Science, Culture, Gold and Faith for each city following this Religion that has a World Wonder.
  • (NEW) Holy Waters – Enhancer: Increases Healing of your religious units by +10 in Holy Site districts belonging to cities with your majority religion, or any adjacent tiles.
  • Lady of the Reed and Marshes – Pantheon: +2 Production from Marsh, Oasis, and Desert Floodplains. (Before just +1 Production from Marsh, Oasis, and Desert Floodplains.)
  • Dar-e Mehr – Worship: This building is no longer pillaged by Environmental Effects. Still provides +3 Faith and +1 additional Faith for each Era since constructed or last repaired.
  • Gurdwara – Worship: Grants +1 Housing, +3 Faith, and +2 Food. (Before just +3 Faith and +2 Food.)
  • Pagoda – Worship: +3 Faith and +1 Favor (Before +3 Faith and +1 Housing)
  • Feed the World – Follower: Shrines and Temple provide +3 Food and +2 Housing each. (Before Shrines and Temples provided Food equal to their Faith output.)
  • Religious Community – Follower: International Trade Routes provide +1 Gold for every Temple and Shrine in the origin city. (Before Shrines and Temples each provided +1 Housing.)
  • Warrior Monks – Follower: Spending Faith to train Warrior Monks. Also, Culture Bomb adjacent tiles when completing a Holy Site. (Before only allowed spending to train Warrior Monks.)
  • Work Ethic – Follower: Holy Site district’s Faith adjacency bonus provides production as well. (Before just +1% Production for each follower up to 15%)
  • Church Property – Founder: Removed
  • Cross-Cultural Dialogue - Founder: +1 Science for every 4 followers. (Before +1 Science for every 5 followers of this Religion in other civilizations.)
  • Pilgrimage – Founder: +2 Faith for each city following this Religion. (Before +2 Faith for every city following this religion in other civilizations and City-States.)
  • Tithe – Founder: +3 Gold for each city following the Religion. (Before +1 Gold for every 4 followers of this Religion.)
  • World Church – Founder: +1 Culture for every 4 followers of this Religion. (Before +1 Culture for every 5 followers of this Religion in other civilizations.)
  • Burial Grounds – Enhancer: Removed

  • Play-By-Cloud functionality restored for all players.
  • Various crash and performance improvements implemented.
  • Additional general bug fixes and polish.
I hope this isnt the route they take with the community patches moving forward. this seems extremely lackluster with most of the work going into red death. with that out of the way hopefully they can focus on more important balance fixes but this is a disappointing patch
Religious changes all look good except Religious Community looks extremely underpowered or am i misunderstanding?

Anybody got any good ideas to exploit the new Work Ethic? off the top of my head russia with cheap holy sites is good and tundra adjacency. anything else?? could be a huge buff for mali too
Religious changes all look good except Religious Community looks extremely underpowered or am i misunderstanding?

You aren't misunderstanding. That one needs a big buff. Maybe 3g per instead of 1g?

Anybody got any good ideas to exploit the new Work Ethic? off the top of my head russia with cheap holy sites is good and tundra adjacency. anything else?? could be a huge buff for mali too

Brazil! Especially with Sacred Path.

Also, Japan is OK.
I'd like to point something out.

We're getting patches EVERY MONTH now, not just every X months, and each will bring something small to the table like a scenario.


There goes my Religious Overhaul mod, it's defeniately broken now xD
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If Mali goes all in on a desert empire, they'll be able to patch up their production by combining desert folklore and work ethic. That said, they will prioritize tithe.
What? Church Property was almost always better than Tithe. Now, Tithe is Church Property +50%!
Depends a lot on how you play. I tend to have very high population cities. At least they had the grace to make it break even with old Tithe in pop 10 cities. But compared to what Tithe was doing in pop 20+ cities, this is very disappointing.
Nothing super exciting here, but I appreciate that the focus of this update is Red Death which is of no interest to me but may be to others.

The religion pantheon changes will be interesting to play around with I'm sure, but I don't see anything that's making me want to start a new game. Also the Cliffs of Dover buff isn't super impactful but hey 4 appeal is better than 2 I guess.

I'm actually fine with this, I just finished a Gran Colombia Apocalypse mode game so will probably just sit this out until Ethiopia drops anyway.
Woah, Pilgrimage, Cross-Cultural Dialogue, and World Church suddenly got A LOT stronger. You don't even need to invest in spreading your religion any more. You can get a decent bonus just from internal religion. Pilgrimage plus religious colonization for basically auto +2 faith per city. The per follower ones will be harder (and kick in more late game), but could get pretty strong as well.

Worth ethic is definitely going to be nuts for some Civs/pantheons.

Sacred Places seems pretty cool but I feel like world wonders aren't usually spread out among a lot of different cities, so I don't know how much you'd get for it.

Religious Community is pretty meh ihmo. The wording is also weird - you can't have more than one shrine or temple in a city? So max plus 2 gold? Only for international routes? Worse than the Caravanaries policy card available at foreign trade? I guess it stacks, but still meh.

I still find Lady of the Reeds and Marshes underwhelming. I'd rather they kept it +1 but applied to all flood plains.
i like the lady of the reed and marshes change. not huge, but might make it worthwhile to pick. I always want to try it but can never justify it.

Makes Marshes tiles very appealing, because it's now a +3 Food +2 Production tile, though you can't improve it and decreases appeal of nearby tiles.

Lakes are huge, especially when stacked with Huey Tacolli or whatever.

And I think people are sleeping on how powerful this makes Desert Flood plains, it already starts off +2 Food and +2 Production unimproved with this Pantheon.
As somebody who never plays scenarios or multiplayer, I'm not terribly excited personally, but I suppose the RD changes are nice for those who enjoy that mode.
Wow, not a lot of religion fans here?!? That's surprising.
For me personally, the change to Work Ethic alone is enough reason to start a new game and then several more to try out the other buffed beliefs. I just really like faith based strategies and they all got buffed quite a bit.
Of course, I was hoping for more but my expectations were already low enough after the video.
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